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Heroes Community > Other Games Exist Too > Thread: Tribes: Ascend
Thread: Tribes: Ascend This thread is 27 pages long: 1 2 3 4 5 ... 10 20 ... 23 24 25 26 27 · «PREV / NEXT»
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Supreme Hero
I am. Thusly I am.
posted May 22, 2012 11:58 AM

Want the patch notes? Fine! Have the patchnotes!

Yeah, sure... new brute weapons... We'll see how those turn out. Neat thing with the videos though, as it will increase media coverage, or rather how much attention this coverage gets. It'll be easier for a lot of people to find livestreams, guides, pro-games and stuff like that, and I'd really like to see T:A go pro. Yeah, put that awesomium to work, Hi-Rez!

But just look at these balance changes!

Quote:
       The Rage Perk now grants 35% mass reduction against knockback while the player is enraged. (More powerful disk jumping).
   Increased the distance from the flag the Rage Perk will activate by 33%.
   Added an invulnerability timer to vehicle spawns, 2.25s from the time the vehicle spawns in.
   Reduced collision size on Raider’s Plasma Gun projectile by roughly 12%.
   Reduced damage on Infiltrator’s Jackal by roughly 4%.
   Increased damage on Soldier’s Proximity Grenade by roughly 3%.



Better rage, weaker jackal and better proxy nades! Even a slightly smaller hitbox for the PR! Seems they might be starting to listen to the upper teir community!
Still, jackal damage is now 480x3 (1440), so it'll still get a medium, and two shots will get a light. 4% is really, really little.
Proximity nades are probably 500 now, so two of them will get a light, which is neat.
And rage really needed a boost, though I think the boost should still be even more, or just a boost to the pathfinder jump pack for speeds over... well, it's pretty weak if you've got any speed at all. Decent jump pack and high recharge from rage might actually fix chasing, or make for some cool e-grabs.

But what really, really, really makes me jump in my chair is this little bug fix that I've been complaining about ever since I could get mid airs on purpose!

Quote:
Fixed an issue where sticky projectiles could stick and explode targets differently between server and client.

NIHIHIHI! God, I left scrambler for this very reason! If it's really fixed I can actually go back to arxing, though I'll most likely be aweful with it now that I haven't really used it months, but god did I have fun with the scrambler up until my largest liability was this bug! Raider, let's try being friends again!
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted May 22, 2012 12:44 PM

What was needed for the Jackal was not a damage increase, if you decrease the damage too much its role as a trapping weapon will be ruined.

I just think its RoF needs to be reduced considerably so that it cannot instagib a medium in under 1 second. Let it shoot all the rounds over 2 seconds or something, that would be enough for the target to have a chance to react.

I like the Rage boost
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Supreme Hero
I am. Thusly I am.
posted May 22, 2012 07:34 PM

So I tried going scrambler again, and boy was I useless! This is what I get for not using a difficult gun for four months? Wow... so ruthless... I did however, get mid airs without my stickies derping away, so I guess I could actually re-learn the Arx. Should be a hoot.

Also, the PUGs are just starting up.
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted May 29, 2012 11:06 PM

The devs

They listen to me.

Awesome.
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Supreme Hero
I am. Thusly I am.
posted May 30, 2012 12:33 AM

Oh, missed your reply here! Always awesome to get some recognition!


So me and msome guys got approved for the T:A ESL Opening Cup. As I'm probably gonna get A-team as HoF I'll get to kill the big boy cappers, like Sh4z, Matin and Creature, and I just love killing skilled cappers.
While there actually is some prize money in it, it still makes it rather interesting, and when I think about it I actually realize that if I'm annoying enough for the enemy team, or if my team does decently over all, I may actually have a small shot at the pro scene that is probably to come (NASL has 10, 000 USD in its prize pool, and that's just starting out)... and suddenly I feel a bit nervous about playing a video game, for the first time in my life... and I like it!
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Supreme Hero
I am. Thusly I am.
posted June 02, 2012 06:29 PM
Edited by Shares at 18:31, 02 Jun 2012.

So... yeah... ESL just uploaded the tournament tree and we're playing Unhandled Exception tomorrow. You don't know UE? That's that team with Macavity, Aile, Selachii, Typhoid, Ephix and a bunch of other guys. So... yeah... It'd been nice to win at least one game, you know? Well, we'll see how it goes. I still get to shoot at cool players.
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted June 03, 2012 04:20 PM
Edited by Adrius at 16:20, 03 Jun 2012.

Sounds cool, tell us how it went later

I just had an actually awesome game of TDM with a PTH bro. We snatched that flag and passed it between us... yeah felt nice.

This game mode is really fun to play as a chaser. I just ignore killing folks and just crush people's dreams of carrying the flag with nitrons.
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted June 03, 2012 04:30 PM

Good luck shares!
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"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord

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Supreme Hero
I am. Thusly I am.
posted June 03, 2012 05:23 PM
Edited by Shares at 19:16, 03 Jun 2012.

Thanks! I'll be running a POV stream, since there'll most likely be no casting done for it. Game supposedely starts at 19:00 GMT 0, but I doubt it since all of todays games are actually scheduled for that time and I doubt they have eleven private servers set up for this event, nor the people to actually keep an eye on that many servers.

EDIT: Match is pretty much confirmed for 20:00 GMT 0 now.
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted June 03, 2012 08:06 PM
Edited by Adrius at 20:24, 03 Jun 2012.

I'm watching you.

EDIT:

You breathe pretty loud ya know.

Guessing I'm watching the warmups, I'll join in...
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Supreme Hero
I am. Thusly I am.
posted June 03, 2012 09:21 PM
Edited by Shares at 21:22, 03 Jun 2012.

Yeah, you saw a bit of warmup and the exclusive behind the scenes teamtalk where the game got postponed to tuesday 20.00 GMT... and my mic settings are boosted up since I'm on push-to-talk on mumble, where I talk to the team, but not on the stream, so my breathing ought to be very noticable.
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Supreme Hero
I am. Thusly I am.
posted June 04, 2012 10:24 PM

I'm going to go with: "finally"! It's not that I find autos too powerful, it's just that I am so tired of seeing offence consisting of three raiders and this is mostly a nerf to raiders.
And biggest patch since loadouts? I'm very intrigued!
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Supreme Hero
I am. Thusly I am.
posted June 06, 2012 02:15 AM

I guess I should leave a comment about it here.

Well, the game against Unhandled Exception went rather well. Wel... Apart from not hearing anything from ESL and ESL not really hosting any servers, that is. In a best of three with gameshrine rules (first to seven caps, instead of five) we lost with thirteen to one  over two games. The first took 20 minutes, before they capped out seven to one and the second game running out of time after 25 minutes with a score of 6 to 0. All in all we never stood a chance of winning, but at least they didn't have an easy run and we certainly achieved my goal; we capped at least once, and they didn't beat us quickly and easily.
[VGCG]
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted June 09, 2012 04:38 PM

Nice going.

*playing Lava Arena*
*suddenly 3 Butchers ascending from below, laying autofire on poor airborne Adrius*
BUTCHER SCUM!!
*throws 2 proxy and fires his fusor*
TRIPLE KILL KASHING DOUBLE AIR MAIL KASHING BLUE PLATE
...

......

[VGTG]
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Supreme Hero
I am. Thusly I am.
posted June 12, 2012 12:47 AM
Edited by shares at 01:30, 12 Jun 2012.

GUYS! Guys! Guys! Seriously, guys! Ready? Ok... heh... It'shere! It'll probably get applied tomorrow morning, but that's not official, but patches are usually applied on tuesdays around 9 AM GMT and Hi-Rez will usually not release patch notes until right before patching... on the other hand, Stew said: "We are hoping to release a new patch (Version 1.0.1004.1) sometime later this week. The preliminary patch notes are below.".

The patch notes can be found here, but as soon as they got released the Hi-Rez forums crashed or something, so I'll copy paste it here, and do with a bit of highlighting afterwards.

Quote:
Major Highlights

   The system for upgrading weapons has been modified. Players will now automatically receive weapon upgrades as they play a particular weapon, without having to spend XP on the upgrade (allowing you to save your XP for other items). A progress bar on the weapon’s menu page will provide information as to when the next automatic upgrade occurs. If you are impatient and have excess XP, an option is still provided to immediately master an item using XP. Note that previously purchased upgrades are still owned.
   27 new weapons have been added to the game, 3 for each class (details below).
   Two new Capture & Hold maps have been added (Tartarus and Sulfer).


Weapon/Balance Items

   27 New Weapon Variants have been added across all classes. Weapon Variants have new skins and slight statistical trade offs for the weapon they are a variant of. One weapon variant has been added for each free Primary, Secondary, and Belt item that comes with a class. Weapon variants are all unlocked between 4800xp - 18000xp.
   Exception: The Titan Launcher (a variant of the Saber Launcher) is a good bit more than a statistical change.
   NEW SLOT 2 PERK: The perk Lightweight has been added. Lightweight reduces your mass by 30%, creating stronger disk jumps, but more than triples the delay before health regeneration takes effect. This perk is intended for advanced chasers.
   Automatics, SMGs, and Pistols:
   Reduced reload time reduction upgrade from 30% to 15% on:
   Soldier’s Assault Rifle
   Pathfinder’s Light Assault Rifle
   Technician’s TCN4
   Infiltrator’s Rhino
   Raider’s NJ4 SMG
   Raider’s NJ5 SMG
   Sentinel’s Falcon Auto-Pistol
   Increased damage fall off by 5% and brought closer the range at which falloff starts on:
   Infiltrator’s Rhino SMG
   Technician’s TCN4 SMG
   Raider’s NJ4 SMG
   Raider’s NJ5 SMG
   Increased damage fall off on Sentinel’s Falcon Auto-Pistol by 5%.
   Reduced clip size by 2 on Sentinel’s Falcon Auto-Pistol. Adjusted starting ammo pool.
   Reduced clip size by 3 on Pathfinder’s Light Assault Rifle. Adjusted starting ammo pool.
   Reduced clip size by 4 on Soldier’s Assault Rifle. Adjusted starting ammo pool.
   Reduced clip size by 6 on Infiltrator’s Rhino SMG. Adjusted starting ammo pool.
   Reduced clip size by 8 on Raider’s NJ4 SMG. Adjusted starting ammo.
   Reduced clip size by 6 on Raider’s NJ5 SMG. Adjusted starting ammo.
   Reduced damage by roughly 6% on Juggernaut’s X1 LMG.
   Reduced damage by roughly 7% on Infiltrator’s Rhino SMG.
   Reduced damage by roughly 6% on Raider’s NJ4 SMG.
   Reduced damage by roughly 7% on Sentinel’s Falcon Auto-Pistol.

   Decreased effectiveness of Raider’s Shield Pack. More energy is required to absorb each point of damage taken.
   Decreased detonation time by 26% and increased radius by 3% on Brute’s Gladiator.
   Increased falloff by 20% on Sentinel’s BXT1 Rifle (a nerf).
   If you die as the Sentinel class, you will now incur a 5s longer respawn time, regardless of what you are respawning as. This is a fix we are still actively working on, and is intended to be improved upon over time.
   Reduced the number of credits awarded for Generator Defense to 200.
   Increased credit reward for killing Shrikes to 700.
   Increased reward for emergency flag grabs to 500.
   Increased reward for flag defense to 300.
   Reduced damage on Raider’s EMP grenade by roughly 45%. Increased energy drain by roughly 113% (more than double).
   Mass reduction while enraged on the Rage Perk has been reduced from 35% to 10%. Heath granted at the start of Rage increased from 25% to 50%. Note that Rage, a slot 1 perk, can stack with the new Lightweight perk.
   Fixed an issue that was allowing players to flat impact walls at high speed, and instantly move 180 degrees in the opposite direction with no speed loss or damage taken. This allowed for some game breaking front-to-front routes, and created a number of other gameplay related issues.
       This fix will have a heavy effect on rock-bouncing, a skill and strategy emerging from competitive games. We built in some tolerances to this fix that allow free bouncing at certain angles, and bleed less speed depending on the angle of impact. We will continue to adjust as needed. Rock bouncing is a feature we love, but the bug needed to be fixed for other extreme cases that were not to the benefit of the game.
   Reduced inactive reload time from 5 to 3 seconds. Inactive reload time is how long it takes for a weapon to reload automatically when not in hand.
   Slightly increased the default pickup radius for all flags.
   Decreased by 20% the pickup radius bonus provided by the Reach Perk.
   Reduced the grace area for the spotting command. You now have to aim closer to the intended target to trigger spot.


Additional Items

   The starting points in Team Deathmatch has been raised from 100 to 125.
   Fixed an issue in which Custom Servers were not sorting correctly in some cases..
   /speclist (run from chat window) will list all spectators in a match (can be run by anyone).
   Music is auto-disabled when the in-game browser is open, and reenabled at the previous volume when it closes.
   Variety of map cleanups and bug fixes.
   Fixed an issue where the Rage perk overlay effect would not play if the player began regenerating health.



Ok, my highlights: New weapon variants? Kind of meh... I'm not sure I even like this a bit, since it'll make the game harder to balance and be harder to make judgement, since one might have a lot of trouble knowing if the HO jugger has a MKD or MK-X, and that makes a difference.
There's a huge nerf to autos, as they get lowered damage (~6%), 5% more fall off, earlier fall off, smaller clips and longer reload times. Not as bad for the Assault rifle, since that should be powerful (medium auto for a combat oriented class).
Huge BTX nerf. I like that. BTX should be nerfed up until people start using phase rifle... then we'll see about sniping. I really don't like the respawn thing, though, since it is such a massive band aid.
A nerf to the Raider shield pack was needed. Especially as raider autos were more severely nerfed than the soldier stuff, so playing soldier should be more viable... especially as the EMP had reduced damage, but increased AoE and energy drain (an actual EMP, rather than a damage 'nade) (also note self damage and shield). See? One can do nerfs and balance without band aids. The faster off hand reload is also more useful for soldiers.
Then there's the chase thingies and the flag. Lightweight perk has been re-introduced. It gives you reduced weight, but delays health regen by a lot. Meanwhile the rage perk has increased health regen and less weight reduction, so if you get a disc-jump, and then get enraged with lightweight you'll build a lot of speed, and then get health and energy and do another one. I'm not sure I agree with Hi-Rez' way of fixing chasing, but the lightweight perk is a much better attempt than the rage perk.
Then there's apparently a new secondary for the Doombringer; the Titan Launcher. So not only will my Heavy Bolt Launcher be more valid (as raiders are nerfed) and probably get an alternate variant or two of it, but I will also get something other than the saber? I mean, right now I can only use the Saber to do spotting (which has been nerfed), so pretty anything would be an improvent.
Even the Gladiator got buffed!

But... where's the jackal nerf and the 12% over all nerf to autos will still mean that their DPS is much higher and since fire rate isn't reduced it will still be much, much more reliable than explosives... but we'll see. They're heading in the right direction and it's obvious that they've started listening to the competitive players, even though they've nerfed rock bounces (which is only required since sniping's so OP, which is only OP since it has to be since chasing is so broken). This is good stuff.

EDIT: And in other notes: I scrimmed against Heartbreakerz earlier today. That means I've already lost to three of the top five T:A-teams in the world... so I guess idk is next.
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Supreme Hero
I am. Thusly I am.
posted June 12, 2012 05:52 PM

Ok, the patch is up and running and there's so much new content! I've got some thoughts already:
The weapon variants really are weapon variants that are basically sidegrades, and they're rally cheap. However, most of them are better at their/their roles' intended purpose. Such as the Arx with larger splash and lower damage, that will be much better for clearing the stands. Like the pathfinder shotgun with higher damage, but smaller clip, so it will be better at killing of opponents. Like the new soldier thumper with smaller splash but higher damage, that will be better for dueling and killing incoming cappers (provided you have a bit of accuracy). They're all better for what they're meant to do, so there'll rarely be any reason to use the old variants... I'm not sure wether that's a bad thing though...

I still think the sentinel respawn is genuinely stupid, but it is a popular idea on the forums, so I guess that says more about the high level pub players (id est the majority of the forums) than about Hi-Rez.

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted June 12, 2012 09:01 PM
Edited by OmegaDestroyer at 21:03, 12 Jun 2012.

Quote:
If you die as the Sentinel class, you will now incur a 5s longer respawn time, regardless of what you are respawning as. This is a fix we are still actively working on, and is intended to be improved upon over time


Intended to be improved upon?

An interesting change.  I don't think it's fair to penalize one class in such a fashion but I can understand why.  I wonder if the sentinel will receive some benefit in return?
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted June 12, 2012 09:58 PM

Well I'm not gonna have a chance to play until the weekend but looking at some videos and stuff I'm not sure I like these weapon versions at all...

Wonder if the new SLD thumper won't make the classic spin/eagle loadout even more redundant.

And the INF arctic equipment doesn't fit with its black/red style at all.

I haven't been able to figure out what the Titan is exactly, Shares?
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Supreme Hero
I am. Thusly I am.
posted June 12, 2012 10:49 PM
Edited by shares at 23:04, 12 Jun 2012.

It basically just fires a Saber rocket straight ahead, that explodes after a rather short distance. It does a maximum of 750 damage and has a rather large splash.
I'll upload a quick little video if you want me to.

EDIT: Ironically it's not that good against vehicles... at all. It is however great for impulse jumping, which means that the doombringer suddenly got a lot of mobility, for being a heavy (especially considering it's intended role), and using featherweight or egocentric will allow you to reach speeds around 200 with ease.

EDIT2: Said and done.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted June 15, 2012 11:52 PM
Edited by Adrius at 23:52, 15 Jun 2012.

Hmm... played a bit today.

I'm still getting autoed to death, just now by new autos. Funny, feels like I've seen this before... Hirez nerfs something and then releases an overpowered item that combats said nerf... like the stealth-nerf followed by Smoke Grenades.

I like the duelist spinfusor, but then I got reminded by how much I hate getting one-shot blueplated, blargh light classes. SLD is where it's at.

I think my loadout will remain pretty unchanged. However, playing flag def with the new DMB Titan launcher might be pretty interesting... the 0% inheritance makes for easy aiming and apparently the hitbox on that thing is HUGE... might be a fun weapon for redirecting PTHs.
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